From b8f294445b998eadb9b09e2b91eb462b881eaf2e Mon Sep 17 00:00:00 2001 From: jsmall-nvidia Date: Fri, 24 Jan 2020 15:06:08 -0500 Subject: Texture Sample available in CUDA (#1176) * WIP: Trying to figure out how texturing will work with CUDA. * WIP: Fixes for CUDA layout. Initial CUDA texture test. * WIP: Outputs something compilable by CUDA for TextureND.Sample * 2d texture working with CUDA. * Fix how binding for SamplerState occurs in CUDA. * Small tidy up of comments. --- docs/cuda-target.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'docs') diff --git a/docs/cuda-target.md b/docs/cuda-target.md index db8c98f14..41fc98790 100644 --- a/docs/cuda-target.md +++ b/docs/cuda-target.md @@ -14,7 +14,7 @@ Slang has preliminary support for producing CUDA source, and PTX binaries using These limitations apply to Slang transpiling to CUDA. -* Only supports the 'texture object' style binding +* Only supports the 'texture object' style binding (The texture object API is only supported on devices of compute capability 3.0 or higher. ) * Samplers are not separate objects in CUDA - they are combined into a single 'TextureObject'. So samplers are effectively ignored on CUDA targets. * Whilst there is tex1Dfetch there are no equivalents for higher dimensions - so such accesses are not currently supported @@ -68,7 +68,7 @@ struct UniformEntryPointParams struct UniformState { CUtexObject tex; // This is the combination of a texture and a sampler(!) - //SamplerState sampler; // CUDA doesn't have separate sampler objects - so this is just ignored. + SamplerState sampler; // This variable exists within the layout, but it's value is not used. int32_t* outputBuffer; // Currently Structured buffers are converted to pointers - this will likely change in the future (for bounds checking and other reasons) Thing* thing3; // Constant buffers map to pointers }; -- cgit v1.2.3